/// <summary> /// Scans for targets in direction with field of view. /// Returns the direction scanned for debug /// </summary> /// <returns>The scan direction.</returns> /// <param name="myWpnManager">My wpn manager.</param> /// <param name="directionAngle">Direction angle.</param> /// <param name="referenceTransform">Reference transform.</param> /// <param name="fov">Fov.</param> /// <param name="results">Results.</param> /// <param name="maxDistance">Max distance.</param> public static Vector3 GuardScanInDirection(MissileFire myWpnManager, float directionAngle, Transform referenceTransform, float fov, out ViewScanResults results, float maxDistance) { fov *= 1.1f; results = new ViewScanResults(); results.foundMissile = false; results.foundHeatMissile = false; results.foundRadarMissile = false; results.foundAGM = false; results.firingAtMe = false; results.missileThreatDistance = float.MaxValue; if(!myWpnManager || !referenceTransform) { return Vector3.zero; } Vector3 position = referenceTransform.position; Vector3d geoPos = VectorUtils.WorldPositionToGeoCoords(position, FlightGlobals.currentMainBody); Vector3 forwardVector = referenceTransform.forward; Vector3 upVector = referenceTransform.up; Vector3 lookDirection = Quaternion.AngleAxis(directionAngle, upVector) * forwardVector; foreach(var vessel in BDATargetManager.LoadedVessels) { if(vessel == null) continue; if(vessel.loaded) { if(vessel == myWpnManager.vessel) continue; //ignore self Vector3 vesselProjectedDirection = Vector3.ProjectOnPlane(vessel.transform.position-position, upVector); Vector3 vesselDirection = vessel.transform.position - position; if(Vector3.Dot(vesselDirection, lookDirection) < 0) continue; float vesselDistance = (vessel.transform.position - position).magnitude; if(vesselDistance < maxDistance && Vector3.Angle(vesselProjectedDirection, lookDirection) < fov / 2 && Vector3.Angle(vessel.transform.position-position, -myWpnManager.transform.forward) < myWpnManager.guardAngle/2) { //Debug.Log("Found vessel: " + vessel.vesselName); if(TerrainCheck(referenceTransform.position, vessel.transform.position)) continue; //blocked by terrain BDATargetManager.ReportVessel(vessel, myWpnManager); TargetInfo tInfo; if((tInfo = vessel.GetComponent<TargetInfo>())) { if(tInfo.isMissile) { MissileLauncher missile; if(missile = tInfo.missileModule) { results.foundMissile = true; Vector3 vectorFromMissile = myWpnManager.vessel.CoM - missile.part.transform.position; Vector3 relV = missile.vessel.srf_velocity - myWpnManager.vessel.srf_velocity; bool approaching = Vector3.Dot(relV, vectorFromMissile) > 0; if(missile.hasFired && missile.timeIndex > 1 && approaching && (missile.targetPosition - (myWpnManager.vessel.CoM + (myWpnManager.vessel.rb_velocity * Time.fixedDeltaTime))).sqrMagnitude < 3600) { //Debug.Log("found missile targeting me"); if(missile.targetingMode == MissileLauncher.TargetingModes.Heat) { results.foundHeatMissile = true; results.missileThreatDistance = Mathf.Min(results.missileThreatDistance, Vector3.Distance(missile.part.transform.position, myWpnManager.part.transform.position)); results.threatPosition = missile.transform.position; break; } else if(missile.targetingMode == MissileLauncher.TargetingModes.Radar) { results.foundRadarMissile = true; results.missileThreatDistance = Mathf.Min(results.missileThreatDistance, Vector3.Distance(missile.part.transform.position, myWpnManager.part.transform.position)); results.threatPosition = missile.transform.position; } else if(missile.targetingMode == MissileLauncher.TargetingModes.Laser) { results.foundAGM = true; results.missileThreatDistance = Mathf.Min(results.missileThreatDistance, Vector3.Distance(missile.part.transform.position, myWpnManager.part.transform.position)); break; } } else { break; } } } else { //check if its shooting guns at me if(!results.firingAtMe) { foreach(var weapon in vessel.FindPartModulesImplementing<ModuleWeapon>()) { if(!weapon.isFiring) continue; if(Vector3.Dot(weapon.fireTransforms[0].forward, vesselDirection) > 0) continue; if(Vector3.Angle(weapon.fireTransforms[0].forward, -vesselDirection) < 6500 / vesselDistance) { results.firingAtMe = true; results.threatPosition = weapon.vessel.transform.position; } } } } } } } } return lookDirection; }
/// <summary> /// Scans for targets in direction with field of view. /// Returns the direction scanned for debug /// </summary> /// <returns>The scan direction.</returns> /// <param name="myWpnManager">My wpn manager.</param> /// <param name="directionAngle">Direction angle.</param> /// <param name="referenceTransform">Reference transform.</param> /// <param name="fov">Fov.</param> /// <param name="results">Results.</param> /// <param name="maxDistance">Max distance.</param> public static Vector3 GuardScanInDirection(MissileFire myWpnManager, float directionAngle, Transform referenceTransform, float fov, out ViewScanResults results, float maxDistance) { results = new ViewScanResults(); results.foundMissile = false; results.foundHeatMissile = false; results.foundAGM = false; results.firingAtMe = false; if (!myWpnManager || !referenceTransform) { return(Vector3.zero); } Vector3 position = referenceTransform.position; Vector3d geoPos = VectorUtils.WorldPositionToGeoCoords(position, FlightGlobals.currentMainBody); Vector3 forwardVector = referenceTransform.forward; Vector3 upVector = referenceTransform.up; Vector3 lookDirection = Quaternion.AngleAxis(directionAngle, upVector) * forwardVector; foreach (var vessel in BDATargetManager.LoadedVessels) { if (vessel == null) { continue; } if (vessel.loaded) { if (vessel == myWpnManager.vessel) { continue; //ignore self } Vector3 vesselProjectedDirection = Vector3.ProjectOnPlane(vessel.transform.position - position, upVector); Vector3 vesselDirection = vessel.transform.position - position; if (Vector3.Dot(vesselDirection, lookDirection) < 0) { continue; } float vesselDistance = (vessel.transform.position - position).magnitude; if (vesselDistance < maxDistance && Vector3.Angle(vesselProjectedDirection, lookDirection) < fov / 2 && Vector3.Angle(vessel.transform.position - position, -myWpnManager.transform.forward) < myWpnManager.guardAngle / 2) { //Debug.Log("Found vessel: " + vessel.vesselName); if (TerrainCheck(referenceTransform.position, vessel.transform.position)) { continue; //blocked by terrain } BDATargetManager.ReportVessel(vessel, myWpnManager); TargetInfo tInfo; if ((tInfo = vessel.GetComponent <TargetInfo>())) { if (tInfo.isMissile) { MissileLauncher missile; if (missile = tInfo.missileModule) { results.foundMissile = true; if (missile.hasFired && (missile.targetPosition - (myWpnManager.vessel.CoM + (myWpnManager.vessel.rb_velocity * Time.fixedDeltaTime))).sqrMagnitude < 3600) { //Debug.Log("found missile targeting me"); if (missile.targetingMode == MissileLauncher.TargetingModes.Heat) { results.foundHeatMissile = true; break; } else if (missile.targetingMode == MissileLauncher.TargetingModes.Laser) { results.foundAGM = true; break; } } else { break; } } } else { //check if its shooting guns at me if (!results.firingAtMe) { foreach (var weapon in vessel.FindPartModulesImplementing <ModuleWeapon>()) { if (!weapon.isFiring) { continue; } if (Vector3.Dot(weapon.fireTransforms[0].forward, vesselDirection) > 0) { continue; } if (Vector3.Angle(weapon.fireTransforms[0].forward, -vesselDirection) < 6500 / vesselDistance) { results.firingAtMe = true; } } } } } } } } return(lookDirection); }
/// <summary> /// Scans for targets in direction with field of view. /// Returns the direction scanned for debug /// </summary> /// <returns>The scan direction.</returns> /// <param name="myWpnManager">My wpn manager.</param> /// <param name="directionAngle">Direction angle.</param> /// <param name="referenceTransform">Reference transform.</param> /// <param name="fov">Fov.</param> /// <param name="results">Results.</param> /// <param name="maxDistance">Max distance.</param> public static Vector3 GuardScanInDirection(MissileFire myWpnManager, float directionAngle, Transform referenceTransform, float fov, out ViewScanResults results, float maxDistance) { fov *= 1.1f; results = new ViewScanResults(); results.foundMissile = false; results.foundHeatMissile = false; results.foundRadarMissile = false; results.foundAGM = false; results.firingAtMe = false; results.missileThreatDistance = float.MaxValue; results.threatVessel = null; results.threatWeaponManager = null; if (!myWpnManager || !referenceTransform) { return(Vector3.zero); } Vector3 position = referenceTransform.position; Vector3d geoPos = VectorUtils.WorldPositionToGeoCoords(position, FlightGlobals.currentMainBody); Vector3 forwardVector = referenceTransform.forward; Vector3 upVector = referenceTransform.up; Vector3 lookDirection = Quaternion.AngleAxis(directionAngle, upVector) * forwardVector; foreach (var vessel in BDATargetManager.LoadedVessels) { if (vessel == null) { continue; } if (vessel.loaded) { if (vessel == myWpnManager.vessel) { continue; //ignore self } Vector3 vesselProjectedDirection = Vector3.ProjectOnPlane(vessel.transform.position - position, upVector); Vector3 vesselDirection = vessel.transform.position - position; if (Vector3.Dot(vesselDirection, lookDirection) < 0) { continue; } float vesselDistance = (vessel.transform.position - position).magnitude; if (vesselDistance < maxDistance && Vector3.Angle(vesselProjectedDirection, lookDirection) < fov / 2 && Vector3.Angle(vessel.transform.position - position, -myWpnManager.transform.forward) < myWpnManager.guardAngle / 2) { //Debug.Log("Found vessel: " + vessel.vesselName); if (TerrainCheck(referenceTransform.position, vessel.transform.position)) { continue; //blocked by terrain } BDATargetManager.ReportVessel(vessel, myWpnManager); TargetInfo tInfo; if ((tInfo = vessel.GetComponent <TargetInfo>())) { if (tInfo.isMissile) { MissileLauncher missile; if (missile = tInfo.missileModule) { results.foundMissile = true; results.threatVessel = missile.vessel; Vector3 vectorFromMissile = myWpnManager.vessel.CoM - missile.part.transform.position; Vector3 relV = missile.vessel.srf_velocity - myWpnManager.vessel.srf_velocity; bool approaching = Vector3.Dot(relV, vectorFromMissile) > 0; if (missile.hasFired && missile.timeIndex > 1 && approaching && (missile.targetPosition - (myWpnManager.vessel.CoM + (myWpnManager.vessel.rb_velocity * Time.fixedDeltaTime))).sqrMagnitude < 3600) { if (missile.targetingMode == MissileLauncher.TargetingModes.Heat) { results.foundHeatMissile = true; results.missileThreatDistance = Mathf.Min(results.missileThreatDistance, Vector3.Distance(missile.part.transform.position, myWpnManager.part.transform.position)); results.threatPosition = missile.transform.position; break; } else if (missile.targetingMode == MissileLauncher.TargetingModes.Radar) { results.foundRadarMissile = true; results.missileThreatDistance = Mathf.Min(results.missileThreatDistance, Vector3.Distance(missile.part.transform.position, myWpnManager.part.transform.position)); results.threatPosition = missile.transform.position; } else if (missile.targetingMode == MissileLauncher.TargetingModes.Laser) { results.foundAGM = true; results.missileThreatDistance = Mathf.Min(results.missileThreatDistance, Vector3.Distance(missile.part.transform.position, myWpnManager.part.transform.position)); break; } } else { break; } } } else { //check if its shooting guns at me //if(!results.firingAtMe) //more work, but we can't afford to be incorrect picking the closest threat //{ foreach (var weapon in vessel.FindPartModulesImplementing <ModuleWeapon>()) { if (!weapon.recentlyFiring) { continue; } if (Vector3.Dot(weapon.fireTransforms[0].forward, vesselDirection) > 0) { continue; } if (Vector3.Angle(weapon.fireTransforms[0].forward, -vesselDirection) < 6500 / vesselDistance && (!results.firingAtMe || (weapon.vessel.ReferenceTransform.position - position).magnitude < (results.threatPosition - position).magnitude)) { results.firingAtMe = true; results.threatPosition = weapon.vessel.transform.position; results.threatVessel = weapon.vessel; results.threatWeaponManager = weapon.weaponManager; break; } } //} } } } } } return(lookDirection); }